Madden NFL 12

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Danimal
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Re: Madden NFL 12

Post by Danimal »

I can't score as the Bears at all. I'm not sure how I feel yet but I do like the lack of suction but I have seen a lot of odd things.

- The jump ball mentioned before. I've seen a WR stop, jump and catch a pass with 3 DB's near him who look like they are swatting away a swarm of bees.

- I do like that throwing on the run or off the back foot is nearly impossible as Cutler anyway

- I've already seen the shoulder knock down hit enough. What is this the WWE shoulder off the rope move?

- Maybe this is because the Bears secondary sucks but I've seen a lot of wide open and I mean WIDE OPEN receivers on the packers.

- Julius Peppers when he is unblocked is so fast to the QB it is scary. Of course why is he unblocked sometimes?

- Not crazy about the pulled back camera angle

- AI DB's seem to move a lot quicker to the ball then my guys on pass defense.

I think the final version will be more polished but it seems like it will be fun but right now I am getting pasted time in and time out by the Pack.
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Re: Madden NFL 12

Post by Rodster »

I played on default level with the Packers and they killed Cutler. I lost count of the sack count. :)
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Re: Madden NFL 12

Post by MizzouRah »

The intro definitely gets me pumped to play football.

I had a run with Starks too that it looked like he was going to get tackled and he would break free. Lots of great animations! I had 107 yards at the half.. will need to bump up to AP.

There are a couple of goofy things too.. but I'm thinking that's demo stuff.

Urlacher was hurt on a play and hobbled off the field holding his forearm, that was pretty neat.

I like the "normal" speed setting, but I'm the same way with NHL 11.

Very impressed to say the least and I can't wait to start a franchise with the Rams!
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Re: Madden NFL 12

Post by Lancer »

ya Dan, i think the problem is you're using the Bears.

I'm having some terrific games w/ the demo.

Just beat the Bears in final seconds of OT 17-14. I missed a game winning 30some yard fgs at the end of 4th and also at halftime. Then I finally got one to go thru w/ 8 sec left in OT.

EA was smart in getting these 2 teams in the demo. Playing w/ the Packers is so much fun.

I did see the cpu go long on me and connect for a 60 yard bomb Cutler to Hester.

I like the demo more than the full NCAA retail version.
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Re: Madden NFL 12

Post by MizzouRah »

I shanked a field goal wayyyy wide to the left, probably the biggest miss of my video gaming football career. :lol:
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Re: Madden NFL 12

Post by Lancer »

ya i did too, and to win the game, but it felt so realistic.
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Re: Madden NFL 12

Post by Brando70 »

Only had time for one game yesterday, a 30-10 loss to the Pack on All-Pro. I haven't played Madden since 10 so it's been a while. Quick impressions:

--Love the speed of the players. Madden 12 feels much, much faster to me than previous versions

--Overall I thought the game felt much more fluid, especially in animation transitions. Broken/slipped tackles in particular looked a lot better than in year's past. GB scored on a nice play where Greg Jennings caught a short pass and then broke a weak arm tackle near the goal line.

--Blocking definitely way better than before. Saw a couple of pancakes but that's a small price to pay for better holes and no suction blocking. I ran a weakside iso that actually worked because my players picked up their assignments properly.

--I like that kicking seems hard. I kicked three kickoffs out of bounds. I'll be curious to see if it remains difficult once I have more time with the interface.

Obviously need more time with it, but honestly this demo made the best first impression of any Madden game I've played in this generation.
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Re: Madden NFL 12

Post by tjung0831 »

Played it and it just seems like more of the same ol same ol for me. I'm more interested in the two new Rugby games coming out.
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Re: Madden NFL 12

Post by MizzouRah »

I had an excellent run with Starks and my OG found the MLB (Urlacher) and pancaked him which allowed me a big gain.

The running game is so great - I just hope the CPU can mount a running attack.

So, not having played Madden in quite some time, can you use full 15 minute quarters with the accelerated clock now?
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Re: Madden NFL 12

Post by Aristo »

Best Madden game in this generation by a longshot.

I really enjoyed the demo, and will probably get this game. I'm not sure I like it more than NCAA yet, but it's the first time that Madden feels like it is really moving in the tight direction. Madden 10 had hope, but this is far superior.

And I was barely interested enough to download the demo. I almost skipped it. I happen to have some free time yesterday afternoon, so I gave it try. Glad I did.
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Re: Madden NFL 12

Post by TCrouch »

MizzouRah wrote:So, not having played Madden in quite some time, can you use full 15 minute quarters with the accelerated clock now?
Yes. I usually end up with too many plays doing that, but you can, yes.
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Re: Madden NFL 12

Post by AJColossal »

Playing on the PS3, it does feel different than recent Maddens. Much faster, bigger hits, etc. I am enjoying the tackling -- it definitely feels more like a bunch of guys trying to take you down instead of the one -on one tackling of past versions.

What I realized is turning me off in recent EA football games are the same plays over and over again. I swear, some of these passing plays have been in Madden for 10 + years.
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Re: Madden NFL 12

Post by dbdynsty25 »

AJColossal wrote:What I realized is turning me off in recent EA football games are the same plays over and over again. I swear, some of these passing plays have been in Madden for 10 + years.
This makes no sense. Of course plays are in the game for 10+ years...there are quite a few plays that have been around since the beginning of football time...doesn't mean they need to leave them out because they are repetitive.
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Re: Madden NFL 12

Post by TCrouch »

I was going to say the same thing, but decided to just keep my yap shut. Since DB already opened his, I'll pile on :lol:

There are only so many routes that a receiver can run, and only so many combinations of those routes. They don't really change over the years. Offenses evolve in reality because of their ability to create mismatches in offensive player vs. defensive player. The only thing Madden could really do to try to simulate is to give us a pre-playcall ability to set a man in motion automatically. There are some that are designed into the play, but I'd like to, say...

...call an Ace package double TE right, but decide on my own to set the TE2 to start slot left and then motion right. That could give me the read on what the linebackers are doing and what the coverage is. Some of the "green motion" plays already do that, but they're always the same, so when you call a play with one of those, an astute player can file it away and immediately know what you're doing the next time. Changing up motion without the silly tell-tale "highlight the player and move him" icon would work wonders--not to mention getting the play off with an accelerated clock is a chore if you try to add in motion of any kind.

But as far as the same plays being there for 10 years...what would they replace them with? Just start drawing things up in the dirt and throwing them out there? They've already got packages of plays that are based around an offensive style. They DO change the playbooks periodically (the Raiders have had about 4 playbooks in the last few years, every time they change coaches the book changes), but they don't just wholesale change out plays entirely. It would make no sense, as the vast majority of plays in the NFL are similar between teams. It's just execution and technique that coaches teach, which can't be modeled in a video game currently.
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Re: Madden NFL 12

Post by Brando70 »

Terry's post reminds me how much I miss the formation shifts. Those were a great way to conceal what you were doing.
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Re: Madden NFL 12

Post by TCrouch »

Agreed.
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Re: Madden NFL 12

Post by JRod »

TCrouch wrote:I was going to say the same thing, but decided to just keep my yap shut. Since DB already opened his, I'll pile on :lol:

There are only so many routes that a receiver can run, and only so many combinations of those routes. They don't really change over the years. Offenses evolve in reality because of their ability to create mismatches in offensive player vs. defensive player. The only thing Madden could really do to try to simulate is to give us a pre-playcall ability to set a man in motion automatically. There are some that are designed into the play, but I'd like to, say...

...call an Ace package double TE right, but decide on my own to set the TE2 to start slot left and then motion right. That could give me the read on what the linebackers are doing and what the coverage is. Some of the "green motion" plays already do that, but they're always the same, so when you call a play with one of those, an astute player can file it away and immediately know what you're doing the next time. Changing up motion without the silly tell-tale "highlight the player and move him" icon would work wonders--not to mention getting the play off with an accelerated clock is a chore if you try to add in motion of any kind.

But as far as the same plays being there for 10 years...what would they replace them with? Just start drawing things up in the dirt and throwing them out there? They've already got packages of plays that are based around an offensive style. They DO change the playbooks periodically (the Raiders have had about 4 playbooks in the last few years, every time they change coaches the book changes), but they don't just wholesale change out plays entirely. It would make no sense, as the vast majority of plays in the NFL are similar between teams. It's just execution and technique that coaches teach, which can't be modeled in a video game currently.
I think the criticism is that they are the same plays not the same routes where each player is running the exact same route since whenever. Maybe EA adds one or two plays here and there but they aren't really doing much here.

Second the plays take in zero ability of the player or team strengths and weaknesses. Teams design plays around the their playmakers. Yes you can shift things around but that's a bandaid not a solution.
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Re: Madden NFL 12

Post by AJColossal »

JRod wrote:I think the criticism is that they are the same plays not the same routes where each player is running the exact same route since whenever. Maybe EA adds one or two plays here and there but they aren't really doing much here.

Second the plays take in zero ability of the player or team strengths and weaknesses. Teams design plays around the their playmakers. Yes you can shift things around but that's a bandaid not a solution.
What he said. I understand that there are only set number of routes to be run, but they are the same plays, and the same sets for every team, year after year for the most part.
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Re: Madden NFL 12

Post by Aristo »

AJColossal wrote:
JRod wrote:I think the criticism is that they are the same plays not the same routes where each player is running the exact same route since whenever. Maybe EA adds one or two plays here and there but they aren't really doing much here.

Second the plays take in zero ability of the player or team strengths and weaknesses. Teams design plays around the their playmakers. Yes you can shift things around but that's a bandaid not a solution.
What he said. I understand that there are only set number of routes to be run, but they are the same plays, and the same sets for every team, year after year for the most part.
This might be the most retarded complaint I have ever seen about Madden.
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Re: Madden NFL 12

Post by Danimal »

As someone who plays the Bears I noticed a number of new defensive plays that have not been in their playbook before. I'm staying out of this one but if this is the worst thing you can find to be annoyed by then I say Madden is in good shape.
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Re: Madden NFL 12

Post by TCrouch »

Yep, that's what I was trying to say...I've played the Raiders exclusively for years and their playbooks are definitely changing each time they get a new coach. They're not drastic overhauls, but there were plays in 9 that weren't in 10, and some plays I LOVED using in M10 that weren't there last year in M11 for their playbook. I'm sure the plays that they did have were in other playbooks before, but I can't even fathom trying to re-write plays every year based on what they see from an NFL team for "their playmakers".

We'd almost have to have playbook DLC mid-season for that to even work. Otherwise they'd be basing it off of last year, and it would be obsolete by the time the new season rolled around. Not to mention that I can choose plays based on my playmaker as it is--not entirely new plays each year. I guess it's a non-issue for me, but to each his own.
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Re: Madden NFL 12

Post by AJColossal »

Aristo wrote:This might be the most retarded complaint I have ever seen about Madden.
Really? Worse than the "those dreadlocks are the wrong length" crowd? Or "they have the wrong species of bird flying in the pre-game team intros?".

Seriously, didn't mean to open Pandora's box. Ultimately, what I was saying I find the playbooks a little lacking, but I'm glad others are happy with them.

That's it.
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Re: Madden NFL 12

Post by Rodster »

AJColossal wrote:
JRod wrote:I think the criticism is that they are the same plays not the same routes where each player is running the exact same route since whenever. Maybe EA adds one or two plays here and there but they aren't really doing much here.

Second the plays take in zero ability of the player or team strengths and weaknesses. Teams design plays around the their playmakers. Yes you can shift things around but that's a bandaid not a solution.
What he said. I understand that there are only set number of routes to be run, but they are the same plays, and the same sets for every team, year after year for the most part.
Yeah I agree and they've been doing for a long time both on Madden and NCAA Football. The only thing is I guess you can create your own plays.
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Re: Madden NFL 12

Post by MizzouRah »

TCrouch wrote:
MizzouRah wrote:So, not having played Madden in quite some time, can you use full 15 minute quarters with the accelerated clock now?
Yes. I usually end up with too many plays doing that, but you can, yes.
Thanks, so it's probably somewhere around 12 minutes for accurate play counts?

I still don't understand why at this point in the series, they don't have an accurate accelerated clock?
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Re: Madden NFL 12

Post by ScoopBrady »

Love the demo. It took me until just under 2 minutes left in my third game to finally score a touchdown on All Pro. One of the reasons is my receivers keep dropping the ball. I can't wait for the final version. I'm enjoying it much more than the full version of NCAA. RTG mode will be the perfect compliment to Madden for me this year.
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